1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __QUAKE3SHADERMANAGER_H__
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26 | #define __QUAKE3SHADERMANAGER_H__
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27 |
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28 | #include "OgreBspPrerequisites.h"
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29 | #include "OgreSingleton.h"
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30 | #include "OgreResourceManager.h"
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31 | #include "OgreQuake3Shader.h"
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32 | #include "OgreBlendMode.h"
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33 |
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34 | namespace Ogre {
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35 |
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36 |
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37 | /** Class for managing Quake3 custom shaders.
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38 | Quake3 uses .shader files to define custom shaders, or Materials in Ogre-speak.
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39 | When a surface texture is mentioned in a level file, it includes no file extension
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40 | meaning that it can either be a standard texture image (+lightmap) if there is only a .jpg or .tga
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41 | file, or it may refer to a custom shader if a shader with that name is included in one of the .shader
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42 | files in the scripts/ folder. Because there are multiple shaders per file you have to parse all the
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43 | .shader files available to know if there is a custom shader available. This class is designed to parse
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44 | all the .shader files available and save their settings for future use. </p>
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45 | I choose not to set up Material instances for shaders found since they may or may not be used by a level,
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46 | so it would be very wasteful to set up Materials since they load texture images for each layer (apart from the
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47 | lightmap). Once the usage of a shader is confirmed, a full Material instance can be set up from it.</p>
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48 | Because this is a subclass of ScriptLoader, any files mentioned will be searched for in any path or
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49 | archive added to the ResourceGroupManager::WORLD_GROUP_NAME group. See ResourceGroupManager for details.
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50 | */
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51 | class Quake3ShaderManager : public ScriptLoader, public Singleton<Quake3ShaderManager>
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52 | {
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53 | protected:
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54 | void parseNewShaderPass(DataStreamPtr& stream, Quake3Shader* pShader);
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55 | void parseShaderAttrib( const String& line, Quake3Shader* pShader);
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56 | void parseShaderPassAttrib( const String& line, Quake3Shader* pShader, Quake3Shader::Pass* pPass);
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57 | SceneBlendFactor convertBlendFunc( const String& q3func);
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58 |
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59 | typedef std::map<String, Quake3Shader*> Quake3ShaderMap;
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60 | Quake3ShaderMap mShaderMap;
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61 | StringVector mScriptPatterns;
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62 |
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63 |
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64 | public:
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65 | Quake3ShaderManager();
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66 | virtual ~Quake3ShaderManager();
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67 |
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68 | /** @copydoc ScriptLoader::getScriptPatterns */
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69 | const StringVector& getScriptPatterns(void) const;
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70 |
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71 | /** @copydoc ScriptLoader::parseScript */
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72 | void parseScript(DataStreamPtr& stream, const String& groupName);
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73 |
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74 | /** @copydoc ScriptLoader::parseScript */
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75 | Real getLoadingOrder(void) const;
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76 |
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77 | /** Create implementation. */
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78 | Quake3Shader* create(const String& name);
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79 | /** Clear all the current shaders */
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80 | void clear(void);
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81 | /** Retrieve a Quake3Shader by name */
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82 | Quake3Shader* getByName(const String& name);
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83 |
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84 | /** Override standard Singleton retrieval.
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85 | @remarks
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86 | Why do we do this? Well, it's because the Singleton
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87 | implementation is in a .h file, which means it gets compiled
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88 | into anybody who includes it. This is needed for the
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89 | Singleton template to work, but we actually only want it
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90 | compiled into the implementation of the class based on the
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91 | Singleton, not all of them. If we don't change this, we get
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92 | link errors when trying to use the Singleton-based class from
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93 | an outside dll.
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94 | @par
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95 | This method just delegates to the template version anyway,
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96 | but the implementation stays in this single compilation unit,
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97 | preventing link errors.
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98 | */
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99 | static Quake3ShaderManager& getSingleton(void);
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100 | /** Override standard Singleton retrieval.
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101 | @remarks
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102 | Why do we do this? Well, it's because the Singleton
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103 | implementation is in a .h file, which means it gets compiled
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104 | into anybody who includes it. This is needed for the
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105 | Singleton template to work, but we actually only want it
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106 | compiled into the implementation of the class based on the
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107 | Singleton, not all of them. If we don't change this, we get
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108 | link errors when trying to use the Singleton-based class from
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109 | an outside dll.
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110 | @par
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111 | This method just delegates to the template version anyway,
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112 | but the implementation stays in this single compilation unit,
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113 | preventing link errors.
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114 | */
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115 | static Quake3ShaderManager* getSingletonPtr(void);
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116 |
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117 |
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118 | };
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119 |
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120 | }
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121 |
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122 | #endif
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